Barbarian
Base Class: Barbarian

Their are few things more intimidating than a barbarian horde marching to war, the leader of such a force, being one of them. The Path of the Warmonger is a path of a tactical leader who inspires his warriors and demorilizes his enemies. As you enter the battlefield you are not blinded by your rage, rather your rage gives you clarity in finding your foes weaknesses and strategically aiding your allies.

Warbringer

Starting at 3rd level when you choose this path, your natural talent for influencing others is evident in and out of combat. You gain the following benefits:

- You have advantage on the Charisma (Persuasion) and (Intimidation) checks.

- You know how to Embolden your allies and Demorilize your enemies. These abilities are fueled by Warbringer dice.

Warbringer Dice. You have 6 Warbringer dice which are d6s. A Warbringer die is expended when you use it to Embolden or Demorilize a creature. Additonally Whenever you expend a Warbinger die you can add the number you rolled to your next weapon damage roll. You regain all of your expended Warbringer dice when you finish a short or long rest.

You gain another Warbringer die at 7th level (7 dice) and one more at 15th level (8 dice).

Embolden. Whenever a nonhostile creature that you can see within 60ft of you makes an attack roll or saving throw, you can use your reaction to Embolden that creature and expend a Warbringer die. You can then roll a d6 and add the number rolled to the creatures attack roll or saving throw, potentially changing the outcome.

You can wait to use this feature until after the creature rolls the d20 but you must decide to use it before the DM says whether the roll succeeds or fails. 

Demorilize. Whenever a hostile creature that you can see within 60ft of you makes an attack roll or saving throw, you can use your reaction to Demorilize that creature and expend a Warbringer die. You can then roll a d6 and subtract the number rolled from the creatures attack roll or saving throw, potentially changing the outcome.

You can wait to use this feature until after the creature rolls the d20 but you must decide to use it before the DM says whether the roll succeeds or fails.  

War Song

Starting at 6th level, you learn to channel your booming voice into a intimidating melody. You gain the following benefits:

You gain proficiency with the Charisma (Performance) skill and one musical instrument of your choice. 

Additionally you learn to protect your allies with your rage. For the duration of your rage you bellow an empowering War Song. Any number of creatures of your choice within 10ft of you gain resistance to bludgeoning, piercing and slashing damage.

If a creature effected by your Warsong is hit with an attack, you can make one weapon attack against the attacker as a bonus action on your next turn. 

At 18th level your War Song increases to 30ft. 

Rampage

Beginning at 10th level, you have learned to turn your weaknesses into an advantage. Your rage is as tactical and resourceful as you are. 

Enrage. If you take bludgeoning, piercing or slashing damage, and you aren't already under the effects of your rage, you can activate your rage as a reaction. Reducing the damage inflicted as part of the same reaction.

You cannot use this ability if you have no unused charges of rage available. 

Rampage. If you take damage that isn't bludgeoning, piercing or slashing damage while you are Raging, you go into a Rampage for 1 minute (10 rounds). While in a Rampage you score a critical hit on a 19-20.

Additionally, if you land a critical hit while you are in a Rampage, you gain temporary hit points equal to your Brutal Critical dice roll. 

Warlord

At 14th level, you have mastered the ways of the Warmonger. Your keen instincts keep your senses sharp, and your precnese on the battlefield is staggering. You gain the following benefits.

- You have advantage on Wisdom (Perception) checks. 

- By mustering all your might you can bellow a powerful War Cry that echos across the battlefield. 

War Cry. As an action you can bellow a powerful War Cry that can be heard from up to 300 feet away. All hostile creatures that can hear the War Cry must succeed a Wisdom saving throw or become frightened of you for 1 minute. The War Cry DC = 8 + your proficiency bonus + your Constitution modifier. If a creature that you can see fails their saving throw, you can make a War Song bonus action attack against that creature. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 

Additionally, you can give a number of creatures up to your proficiency bonus of your choice that can hear the War Cry, advantage on their next attack roll, saving throw, or ability check.

You can use this ability a number of times equal to your Constitution modifier, regaining all expended charges after a long rest. 

Relentless War Cry. If you successfully save the Constitution saving throw activated by your Relentless Rage ability, you can activate War Cry as a reaction. 

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